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/* (C) 2019 David Lettier lettier.com */ #version 150 #define NUMBER_OF_LIGHTS 4 #define MAX_SHININESS 127.75 #define MAX_FRESNEL_POWER 5.0 uniform float osg_FrameTime; uniform vec2 pi; uniform vec2 gamma; uniform mat4 trans_world_to_view; uniform mat4 trans_view_to_world; uniform sampler2D p3d_Textu...
3d-game-shaders-for-beginners/demonstration/shaders/fragment/base.frag/0
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/* (C) 2020 David Lettier lettier.com */ #version 150 uniform vec2 pi; uniform vec2 gamma; uniform sampler2D colorTexture; uniform sampler2D lookupTableTexture0; uniform sampler2D lookupTableTexture1; uniform vec2 sunPosition; uniform vec2 enabled; out vec4 fragColor; void main() { vec2 texSize = textureSiz...
3d-game-shaders-for-beginners/demonstration/shaders/fragment/lookup-table.frag/0
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/* (C) 2019 David Lettier lettier.com */ #version 150 uniform sampler2D colorTexture; uniform vec2 enabled; out vec4 fragColor; void main() { float amount = 0.3; vec2 texSize = textureSize(colorTexture, 0).xy; vec2 fragCoord = gl_FragCoord.xy; vec2 texCoord = fragCoord / texSize; if (enabled.x !...
3d-game-shaders-for-beginners/demonstration/shaders/fragment/sharpen.frag/0
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<!DOCTYPE html> <html xmlns="http://www.w3.org/1999/xhtml" lang="" xml:lang=""> <head> <meta charset="utf-8" /> <meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=yes" /> <meta name="description" content="Interested in adding textures, lighting, shadows, normal maps, glowi...
3d-game-shaders-for-beginners/docs/chromatic-aberration.html/0
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<!DOCTYPE html> <html xmlns="http://www.w3.org/1999/xhtml" lang="" xml:lang=""> <head> <meta charset="utf-8" /> <meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=yes" /> <meta name="description" content="Interested in adding textures, lighting, shadows, normal maps, glowi...
3d-game-shaders-for-beginners/docs/normal-mapping.html/0
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[:arrow_backward:](blur.md) [:arrow_double_up:](../README.md) [:arrow_up_small:](#) [:arrow_down_small:](#copyright) [:arrow_forward:](ssao.md) # 3D Game Shaders For Beginners ## Bloom <p align="center"> <img src="https://i.imgur.com/UxKRz2r.gif" alt="Bloom" title="Bloom"> </p> Adding bloom to a scene can really se...
3d-game-shaders-for-beginners/sections/bloom.md/0
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[:arrow_backward:](film-grain.md) [:arrow_double_up:](../README.md) [:arrow_up_small:](#) [:arrow_down_small:](#copyright) [:arrow_forward:](gamma-correction.md) # 3D Game Shaders For Beginners ## Lookup Table (LUT) <p align="center"> <img src="https://i.imgur.com/WrPzVlW.gif" alt="LUT" title="LUT"> </p> The lookup...
3d-game-shaders-for-beginners/sections/lookup-table.md/0
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--- # clang-format documentation # http://clang.llvm.org/docs/ClangFormat.html # http://clang.llvm.org/docs/ClangFormatStyleOptions.html # Preexisting formats: # LLVM # Google # Chromium # Mozilla # WebKit Language: Cpp BasedOnStyle: Mozilla AccessModifierOffset: -4 AlignAfterOpenBracket: Align AlignTrailing...
AirSim/.clang-format/0
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// Copyright (c) Microsoft Corporation. All rights reserved. // Licensed under the MIT License. #ifndef air_RpcLibServerBase_hpp #define air_RpcLibServerBase_hpp #include "common/Common.hpp" #include "api/ApiServerBase.hpp" #include "api/ApiProvider.hpp" namespace msr { namespace airlib { class RpcLibServerBase...
AirSim/AirLib/include/api/RpcLibServerBase.hpp/0
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// Copyright (c) Microsoft Corporation. All rights reserved. // Licensed under the MIT License. #ifndef air_GeodeticConverter_hpp #define air_GeodeticConverter_hpp #include <cmath> #include "VectorMath.hpp" namespace msr { namespace airlib { class GeodeticConverter { public: GeodeticConverter(do...
AirSim/AirLib/include/common/GeodeticConverter.hpp/0
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// Copyright (c) Microsoft Corporation. All rights reserved. // Licensed under the MIT License. #ifndef CommonUtils_EnumFlags_hpp #define CommonUtils_EnumFlags_hpp namespace common_utils { template <typename TEnum, typename TUnderlying = typename std::underlying_type<TEnum>::type> class EnumFlags { protected: TU...
AirSim/AirLib/include/common/common_utils/EnumFlags.hpp/0
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// Copyright (c) Microsoft Corporation. All rights reserved. // Licensed under the MIT License. //there is no #pragma once in this header //following is required to support Unreal Build System #if (defined _WIN32 || defined _WIN64) && (defined UE_GAME || defined UE_EDITOR) #include "CoreTypes.h" #include "Windows/Pre...
AirSim/AirLib/include/common/common_utils/WindowsApisCommonPre.hpp/0
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// Copyright (c) Microsoft Corporation. All rights reserved. // Licensed under the MIT License. #ifndef airsim_core_PhysicsVehicleWorld_hpp #define airsim_core_PhysicsVehicleWorld_hpp #include "common/UpdatableContainer.hpp" #include "common/Common.hpp" #include "PhysicsBody.hpp" #include "PhysicsEngineBase.hpp" #inc...
AirSim/AirLib/include/physics/PhysicsWorld.hpp/0
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// Copyright (c) Microsoft Corporation. All rights reserved. // Licensed under the MIT License. #ifndef msr_airlib_GpsBase_hpp #define msr_airlib_GpsBase_hpp #include "sensors/SensorBase.hpp" #include "common/CommonStructs.hpp" namespace msr { namespace airlib { class GpsBase : public SensorBase { publi...
AirSim/AirLib/include/sensors/gps/GpsBase.hpp/0
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// Copyright (c) Microsoft Corporation. All rights reserved. // Licensed under the MIT License. #ifndef air_CarRpcLibServer_hpp #define air_CarRpcLibServer_hpp #ifndef AIRLIB_NO_RPC #include "common/Common.hpp" #include <functional> #include "api/RpcLibServerBase.hpp" #include "vehicles/car/api/CarApiBase.hpp" name...
AirSim/AirLib/include/vehicles/car/api/CarRpcLibServer.hpp/0
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// Copyright (c) Microsoft Corporation. All rights reserved. // Licensed under the MIT License. #ifndef msr_airlib_vehicles_ArduCopterSolo_hpp #define msr_airlib_vehicles_ArduCopterSolo_hpp #include "vehicles/multirotor/firmwares/mavlink/ArduCopterSoloApi.hpp" namespace msr { namespace airlib { class ArduCopter...
AirSim/AirLib/include/vehicles/multirotor/firmwares/mavlink/ArduCopterSoloParams.hpp/0
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#pragma once #include <cstdint> #include "interfaces/ICommLink.hpp" #include "interfaces/IGoal.hpp" #include "interfaces/IOffboardApi.hpp" #include "interfaces/IUpdatable.hpp" #include "interfaces/CommonStructs.hpp" #include "RemoteControl.hpp" #include "Params.hpp" namespace simple_flight { class OffboardApi : publ...
AirSim/AirLib/include/vehicles/multirotor/firmwares/simple_flight/firmware/OffboardApi.hpp/0
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#pragma once #include "IUpdatable.hpp" #include <cstdint> namespace simple_flight { class ICommLink : public IUpdatable { public: static constexpr int kLogLevelInfo = 0; static constexpr int kLogLevelWarn = 1; static constexpr int kLogLevelError = 2; virtual void log(const std::string& message, int3...
AirSim/AirLib/include/vehicles/multirotor/firmwares/simple_flight/firmware/interfaces/ICommLink.hpp/0
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// Copyright (c) Microsoft Corporation. All rights reserved. // Licensed under the MIT License. //in header only mode, control library is not available #ifndef AIRLIB_HEADER_ONLY //RPC code requires C++14. If build system like Unreal doesn't support it then use compiled binaries #ifndef AIRLIB_NO_RPC //if using Unreal...
AirSim/AirLib/src/vehicles/multirotor/api/MultirotorRpcLibClient.cpp/0
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<?xml version="1.0"?> <Solution> <AnalysisConfiguration> <AnalysisToolName Source="Default"/> <AnalysisToolPathName Source="Default"/> <Configuration Source="Default"/> <AnalysisMethod Source="Default"/> <PrecompiledHeaders Source="Default"/> <ConfigFile Source="Default"/> <PolicyFile Source="Default"/> ...
AirSim/AirSim.sln.vlconfig/0
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/* * Copyright (C) 2012 Open Source Robotics Foundation * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by appl...
AirSim/GazeboDrone/src/main.cpp/0
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<UserControl x:Class="LogViewer.Controls.AppSettings" xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006" xmlns:d="http://sche...
AirSim/LogViewer/LogViewer/Controls/AppSettings.xaml/0
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using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using System.Windows; using System.Windows.Input; namespace LogViewer.Controls { /// <summary> /// Captures and eats MouseWheel events so that a nested ListBox does not /// prevent an outer ...
AirSim/LogViewer/LogViewer/Controls/PassthroughMouseWheelBehavior.cs/0
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using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading; using System.Threading.Tasks; using System.Xml.Linq; namespace LogViewer.Model { class KmlDataLog : IDataLog { DateTime startTime; DateTime endTime; XNamespace kmlns = XNamespa...
AirSim/LogViewer/LogViewer/Model/KmlDataLog.cs/0
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// Copyright (c) 2010 Microsoft Corporation. All rights reserved. // // // Use of this source code is subject to the terms of the Microsoft // license agreement under which you licensed this source code. // If you did not accept the terms of the license agreement, // you are not authorized to use this source code. //...
AirSim/LogViewer/LogViewer/Utilities/IsolatedStorage.cs/0
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using System; using Microsoft.Networking.Mavlink; using System.Threading.Tasks; using System.Threading; using System.Management; using System.Collections.Generic; using System.Text; namespace Microsoft.Networking { public class SerialPort : IPort { System.IO.Ports.SerialPort port; publ...
AirSim/LogViewer/Networking/SerialPort.cs/0
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<?xml version="1.0" encoding="utf-8"?> <Project DefaultTargets="Build" ToolsVersion="16.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003"> <Import Project="$([MSBuild]::GetDirectoryNameOfFileAbove($(MSBuildThisFileDirectory), AirSim.props))\AirSim.props" /> <ItemGroup Label="ProjectConfigurations"> ...
AirSim/MavLinkCom/MavLinkMoCap/MavLinkMoCap.vcxproj/0
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// Copyright (c) Microsoft Corporation. All rights reserved. // Licensed under the MIT License. #pragma once #include <string> #include <functional> #include "MavLinkFtpClient.hpp" typedef std::function<void()> TestHandler; class ImageServer; class UnitTests { public: void RunAll(std::string comPort, int boardRa...
AirSim/MavLinkCom/MavLinkTest/UnitTests.h/0
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// Copyright (c) Microsoft Corporation. All rights reserved. // Licensed under the MIT License. #ifndef commn_utils_sincos_hpp #define commn_utils_sincos_hpp #include <cmath> /* GCC seem to define sincos already. However there is a bug currently which causes compiler to optimise sequence of sin cos call in to sincos...
AirSim/MavLinkCom/common_utils/sincos.hpp/0
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// Copyright (c) Microsoft Corporation. All rights reserved. // Licensed under the MIT License. #ifndef MavLinkCom_VehicleState_hpp #define MavLinkCom_VehicleState_hpp #include <vector> #include <string> namespace mavlinkcom { typedef struct _VehicleState { typedef unsigned long long uint64_t; typedef unsign...
AirSim/MavLinkCom/include/VehicleState.hpp/0
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// Copyright (c) Microsoft Corporation. All rights reserved. // Licensed under the MIT License. #include "MavLinkLog.hpp" #include "Utils.hpp" #include <chrono> using namespace mavlinkcom; using namespace mavlink_utils; #define MAVLINK_STX_MAVLINK1 0xFE // marker for old protocol #define MAVLINK_STX 253 // marker fo...
AirSim/MavLinkCom/src/MavLinkLog.cpp/0
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// Copyright (c) Microsoft Corporation. All rights reserved. // Licensed under the MIT License. #ifndef MavLinkCom_MavLinkNodeImpl_hpp #define MavLinkCom_MavLinkNodeImpl_hpp #include "MavLinkNode.hpp" #include "MavLinkConnection.hpp" using namespace mavlinkcom; namespace mavlinkcom_impl { class MavLinkNodeImpl { p...
AirSim/MavLinkCom/src/impl/MavLinkNodeImpl.hpp/0
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// Copyright (c) Microsoft Corporation. All rights reserved. // Licensed under the MIT License. #ifndef SERIAL_COM_SOCKETINIT_HPP #define SERIAL_COM_SOCKETINIT_HPP class SocketInit { static bool socket_initialized_; public: SocketInit(); }; #endif
AirSim/MavLinkCom/src/serial_com/SocketInit.hpp/0
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from __future__ import print_function import msgpackrpc #install as admin: pip install msgpack-rpc-python import numpy as np #pip install numpy import math class MsgpackMixin: def __repr__(self): from pprint import pformat return "<" + type(self).__name__ + "> " + pformat(vars(self), indent=4, widt...
AirSim/PythonClient/airsim/types.py/0
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# Import this module to automatically setup path to local airsim module # This module first tries to see if airsim module is installed via pip # If it does then we don't do anything else # Else we look up grand-parent folder to see if it has airsim folder # and if it does then we add that in sys.path import os,sys,...
AirSim/PythonClient/car/setup_path.py/0
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from keras.preprocessing import image import numpy as np import keras.backend as K import os import cv2 import PIL from PIL import Image from PIL import ImageChops import cv2 class DriveDataGenerator(image.ImageDataGenerator): def __init__(self, featurewise_center=False, samplewi...
AirSim/PythonClient/imitation_learning/Generator.py/0
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import setup_path import airsim import numpy as np import os import tempfile import pprint import cv2 # connect to the AirSim simulator client = airsim.MultirotorClient() client.confirmConnection() client.enableApiControl(True) state = client.getMultirotorState() s = pprint.pformat(state) print("state: %s" % s) imu...
AirSim/PythonClient/multirotor/hello_drone.py/0
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import setup_path import airsim import time client = airsim.MultirotorClient() client.confirmConnection() client.enableApiControl(True) client.armDisarm(True) client.simEnableWeather(True) print("Setting fog to 25%") client.simSetWeatherParameter(airsim.WeatherParameter.Fog, 0.25) # Takeoff or hover landed = clien...
AirSim/PythonClient/multirotor/set_fog.py/0
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import setup_path import airsim import numpy as np import math import time from argparse import ArgumentParser import gym from gym import spaces from airgym.envs.airsim_env import AirSimEnv class AirSimDroneEnv(AirSimEnv): def __init__(self, ip_address, step_length, image_shape): super().__init__(image_s...
AirSim/PythonClient/reinforcement_learning/airgym/envs/drone_env.py/0
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// Copyright (c) Microsoft Corporation. All rights reserved. // Licensed under the MIT License. // by Sudipta Sinha // adapted for AirSim by Matthias Mueller #include "StateStereo.h" #include "sgmstereo.h" #include <stdio.h> /* printf */ #include <ctime> /* clock_t, clock, CLOCKS_PER_SEC */ CStateStereo::CStateStereo...
AirSim/SGM/src/stereoPipeline/StateStereo.cpp/0
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#pragma once #include "common/common_utils/UniqueValueMap.hpp" #include "common/Common.hpp" #include "common/common_utils/Signal.hpp" #include "physics/Kinematics.hpp" #include "common/AirSimSettings.hpp" #include "common/CommonStructs.hpp" #include "api/VehicleSimApiBase.hpp" #include "UnityImageCapture.h" #include "...
AirSim/Unity/AirLibWrapper/AirsimWrapper/Source/PawnSimApi.h/0
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#pragma once #include "Vehicles/Multirotor/MultirotorPawnEvents.h" #include "AirSimStructs.hpp" namespace UnityUtilities { static AirSimUnity::RotorInfo Convert_to_UnityRotorInfo(const MultirotorPawnEvents::RotorActuatorInfo& rotor_info) { AirSimUnity::RotorInfo unityRotorInfo; unityRotorInfo.rotor_control_fi...
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#pragma once #include "FlyingPawn.h" #include "../../SimMode/SimModeWorldBase.h" class SimModeWorldMultiRotor : public SimModeWorldBase { protected: virtual void setupClockSpeed() override; virtual std::unique_ptr<msr::airlib::ApiServerBase> createApiServer() const override; virtual bool isVehicleTypeSupp...
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using System.IO; using System; using System.Collections.Generic; using System.Threading; using UnityEngine; namespace AirSimUnity { /* * Utility class to save images to Documents\AirSim folder. * The Images are queued in the main thread while the file saving is done in background thread. * Creates ...
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%YAML 1.1 %TAG !u! tag:unity3d.com,2011: --- !u!21 &2100000 Material: serializedVersion: 6 m_ObjectHideFlags: 0 m_PrefabParentObject: {fileID: 0} m_PrefabInternal: {fileID: 0} m_Name: SkyCarBodyGrey m_Shader: {fileID: 45, guid: 0000000000000000f000000000000000, type: 0} m_ShaderKeywords: _DETAIL_MUL _EMIS...
AirSim/Unity/UnityDemo/Assets/Standard Assets/Vehicles/Car/Materials/SkyCarBodyGrey.mat/0
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fileFormatVersion: 2 guid: e6fec471c20b9d148b1f87910e67bea4 ModelImporter: serializedVersion: 19 fileIDToRecycleName: 100000: vehicle_skyCar_body_paintwork 100002: vehicle_skyCar_body_parts 100004: vehicle_skyCar_mudGuard_frontLeft 100006: vehicle_skyCar_mudGuard_frontRight 100008: vehicle_skyCa...
AirSim/Unity/UnityDemo/Assets/Standard Assets/Vehicles/Car/Models/SkyCar.fbx.meta/0
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%YAML 1.1 %TAG !u! tag:unity3d.com,2011: --- !u!1045 &1 EditorBuildSettings: m_ObjectHideFlags: 0 serializedVersion: 2 m_Scenes: - enabled: 1 path: Assets/Scenes/SimModeSelector.unity guid: 2a2adab4f94d2a8428812b3c4db5f357 - enabled: 1 path: Assets/Scenes/CarDemo.unity guid: 48447221fb4a8864db...
AirSim/Unity/UnityDemo/ProjectSettings/EditorBuildSettings.asset/0
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# Unity AirSim Demo A Unity project to demonstrate the usage of [AirSimAssets](https://github.com/Microsoft/AirSim/tree/main/Unity/UnityDemo) for *Car* & *Multirotor* simulation. ## Usage Open the *UnityDemo* project to test the simulation. Make sure that *SimModeSelector* scene is loaded. Hit Play button and select...
AirSim/Unity/UnityDemo/README.md/0
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robocopy /MIR Plugins\AirSim ..\..\Plugins\AirSim /XD temp Intermediate Binaries Saved *. /njh /njs /ndl /np robocopy /MIR Plugins\AirSim\Source\AirLib ..\..\..\AirLib /XD temp Intermediate Binaries Saved *. /njh /njs /ndl /np pause
AirSim/Unreal/Environments/Blocks/update_to_git.bat/0
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#include "ManualPoseController.h" #include "AirBlueprintLib.h" void UManualPoseController::initializeForPlay() { actor_ = nullptr; clearBindings(); left_mapping_ = FInputAxisKeyMapping("inputManualArrowLeft", EKeys::Left); right_mapping_ = FInputAxisKeyMapping("inputManualArrowRight", EKeys::Right); ...
AirSim/Unreal/Plugins/AirSim/Source/ManualPoseController.cpp/0
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#include "RenderRequest.h" #include "TextureResource.h" #include "Engine/TextureRenderTarget2D.h" #include "Async/TaskGraphInterfaces.h" #include "ImageUtils.h" #include "AirBlueprintLib.h" #include "Async/Async.h" RenderRequest::RenderRequest(UGameViewportClient* game_viewport, std::function<void()>&& query_camera_p...
AirSim/Unreal/Plugins/AirSim/Source/RenderRequest.cpp/0
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#pragma once #include "CoreMinimal.h" #include "Materials/Material.h" #include "common/common_utils/Utils.hpp" #include "common/AirSimSettings.hpp" #include "Engine/StaticMeshActor.h" #include "TextureShuffleActor.generated.h" UCLASS() class AIRSIM_API ATextureShuffleActor : public AStaticMeshActor { GENERATED_BO...
AirSim/Unreal/Plugins/AirSim/Source/TextureShuffleActor.h/0
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// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "VehicleWheel.h" #include "CarWheelFront.generated.h" UCLASS() class UCarWheelFront : public UVehicleWheel { GENERATED_BODY() public: UCarWheelFront(); };
AirSim/Unreal/Plugins/AirSim/Source/Vehicles/Car/CarWheelFront.h/0
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#pragma once #include "CoreMinimal.h" #include "FlyingPawn.h" #include "common/Common.hpp" #include "SimMode/SimModeWorldBase.h" #include "api/VehicleSimApiBase.hpp" #include "SimModeWorldMultiRotor.generated.h" UCLASS() class AIRSIM_API ASimModeWorldMultiRotor : public ASimModeWorldBase { GENERATED_BODY() publ...
AirSim/Unreal/Plugins/AirSim/Source/Vehicles/Multirotor/SimModeWorldMultiRotor.h/0
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FROM nvidia/cudagl:9.0-devel RUN apt-get update RUN apt-get install \ sudo \ libglu1-mesa-dev \ xdg-user-dirs \ pulseaudio \ sudo \ x11-xserver-utils \ unzip \ wget \ software-properties-common \ -y --no-install-recommends RUN apt-add-repository ppa:deadsnakes/ppa RUN apt-get update RUN apt-get install -y \...
AirSim/azure/docker/Dockerfile/0
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# What's new Below is summarized list of important changes. This does not include minor/less important changes or bug fixes or documentation update. This list updated every few months. For complete detailed changes, please review [commit history](https://github.com/Microsoft/AirSim/commits/main). ### Jan 2022 * Late...
AirSim/docs/CHANGELOG.md/0
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# Installing cmake on Linux If you don't have cmake version 3.10 (for example, 3.2.2 is the default on Ubuntu 14) you can run the following: ``` mkdir ~/cmake-3.10.2 cd ~/cmake-3.10.2 wget https://cmake.org/files/v3.10/cmake-3.10.2-Linux-x86_64.sh ``` Now you have to run this command by itself (it is interactive) ``...
AirSim/docs/cmake_linux.md/0
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# Hello Drone ## How does Hello Drone work? Hello Drone uses the RPC client to connect to the RPC server that is automatically started by the AirSim. The RPC server routes all the commands to a class that implements [MultirotorApiBase](https://github.com/Microsoft/AirSim/tree/main/AirLib//include/vehicles/multirotor...
AirSim/docs/hello_drone.md/0
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# How to use plugin contents Plugin contents are not shown in Unreal projects by default. To view plugin content, you need to click on few semi-hidden buttons: ![plugin contents screenshot](images/plugin_contents.png) **Causion** Changes you make in content folder are changes to binary files so be careful.
AirSim/docs/working_with_plugin_contents.md/0
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<launch> <arg name="output" default="log"/> <arg name="publish_clock" default="false"/> <arg name="is_vulkan" default="true"/> <arg name="host" default="localhost" /> <node name="airsim_node" pkg="airsim_ros_pkgs" type="airsim_node" output="$(arg output)"> <param name="is_vulkan" type="bool" value="false" /> ...
AirSim/ros/src/airsim_ros_pkgs/launch/airsim_node.launch/0
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float64 latitude float64 longitude float64 altitude float64 yaw
AirSim/ros2/src/airsim_interfaces/msg/GPSYaw.msg/0
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#include "common/common_utils/StrictMode.hpp" STRICT_MODE_OFF #ifndef RPCLIB_MSGPACK #define RPCLIB_MSGPACK clmdep_msgpack #endif // !RPCLIB_MSGPACK #include "rpc/rpc_error.h" STRICT_MODE_ON #include "vehicles/multirotor/api/MultirotorRpcLibClient.hpp" #include "common/common_utils/FileSystem.hpp" #include <iostream> ...
AirSim/ros2/src/airsim_ros_pkgs/include/airsim_settings_parser.h/0
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#include "airsim_settings_parser.h" AirSimSettingsParser::AirSimSettingsParser(const std::string& host_ip) : host_ip_(host_ip) { success_ = initializeSettings(); } bool AirSimSettingsParser::success() { return success_; } bool AirSimSettingsParser::getSettingsText(std::string& settings_text) const { ...
AirSim/ros2/src/airsim_ros_pkgs/src/airsim_settings_parser.cpp/0
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// InBuffer.cs namespace SevenZip.Buffer { public class InBuffer { byte[] m_Buffer; uint m_Pos; uint m_Limit; uint m_BufferSize; System.IO.Stream m_Stream; bool m_StreamWasExhausted; ulong m_ProcessedSize; public InBuffer(uint bufferSize) { m_Buffer = new byte[bufferSize]; m_BufferSize = buf...
AssetStudio/AssetStudio/7zip/Common/InBuffer.cs/0
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/* Copyright 2015 Google Inc. All Rights Reserved. Distributed under MIT license. See file LICENSE for detail or copy at https://opensource.org/licenses/MIT */ namespace Org.Brotli.Dec { /// <summary>Bit reading helpers.</summary> internal sealed class BitReader { /// <summary> /// Input byte buffer, consist of...
AssetStudio/AssetStudio/Brotli/BitReader.cs/0
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using System; using System.Collections.Generic; using System.Linq; using System.Text; namespace AssetStudio { public class BuildType { private string buildType; public BuildType(string type) { buildType = type; } public bool IsAlpha => buildType == "a"; ...
AssetStudio/AssetStudio/BuildType.cs/0
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using System; using System.Collections.Generic; using System.Linq; using System.Text; namespace AssetStudio { public sealed class GameObject : EditorExtension { public PPtr<Component>[] m_Components; public string m_Name; public Transform m_Transform; public MeshRenderer m_Mes...
AssetStudio/AssetStudio/Classes/GameObject.cs/0
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using System; using System.Collections.Generic; using System.IO; using System.Linq; namespace AssetStudio { public class Hash128 { public byte[] bytes; public Hash128(BinaryReader reader) { bytes = reader.ReadBytes(16); } } public class StructParameter ...
AssetStudio/AssetStudio/Classes/Shader.cs/0
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using System.IO; using System.Linq; namespace AssetStudio { public class FileReader : EndianBinaryReader { public string FullPath; public string FileName; public FileType FileType; private static readonly byte[] gzipMagic = { 0x1f, 0x8b }; private static readonly byte[...
AssetStudio/AssetStudio/FileReader.cs/0
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using System; using System.Collections.Generic; using System.IO; using System.Linq; using System.Text; namespace AssetStudio { public class ObjectReader : EndianBinaryReader { public SerializedFile assetsFile; public long m_PathID; public long byteStart; public uint byteSize; ...
AssetStudio/AssetStudio/ObjectReader.cs/0
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#include <fbxsdk.h> #include "dllexport.h" #include "bool32_t.h" #include "asfbx_context.h" #include "asfbx_skin_context.h" #include "asfbx_anim_context.h" #include "asfbx_morph_context.h" #include "utils.h" using namespace fbxsdk; AS_API(void) AsUtilQuaternionToEuler(float qx, float qy, float qz, float qw, float* v...
AssetStudio/AssetStudioFBXNative/api.cpp/0
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<Project Sdk="Microsoft.NET.Sdk"> <PropertyGroup> <TargetFrameworks>net472;netstandard2.0;net5.0;net6.0</TargetFrameworks> <AllowUnsafeBlocks>true</AllowUnsafeBlocks> <Version>0.16.0.0</Version> <AssemblyVersion>0.16.0.0</AssemblyVersion> <FileVersion>0.16.0.0</FileVersion> <Copyright>Copyrig...
AssetStudio/AssetStudioFBXWrapper/AssetStudioFBXWrapper.csproj/0
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using System; using System.Drawing; using System.Drawing.Imaging; using System.Runtime.InteropServices; namespace AssetStudioGUI { public sealed class DirectBitmap : IDisposable { public DirectBitmap(byte[] buff, int width, int height) { Width = width; Height = height; ...
AssetStudio/AssetStudioGUI/DirectBitmap.cs/0
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using AssetStudio; using System; using System.Collections.Generic; using System.Diagnostics; using System.Globalization; using System.IO; using System.Linq; using System.Threading; using System.Windows.Forms; using System.Xml.Linq; using static AssetStudioGUI.Exporter; using Object = AssetStudio.Object; namespace Ass...
AssetStudio/AssetStudioGUI/Studio.cs/0
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/*$ preserve start $*/ /* ========================================================================================== */ /* FMOD Studio - DSP header file. Copyright (c), Firelight Technologies Pty, Ltd. 2004-2016. */ /* */ /* Use...
AssetStudio/AssetStudioUtility/FMOD Studio API/fmod_dsp.cs/0
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using SixLabors.ImageSharp; using SixLabors.ImageSharp.PixelFormats; using SixLabors.ImageSharp.Processing; using System.IO; namespace AssetStudio { public static class Texture2DExtensions { public static Image<Bgra32> ConvertToImage(this Texture2D m_Texture2D, bool flip) { var con...
AssetStudio/AssetStudioUtility/Texture2DExtensions.cs/0
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#ifndef ASTC_H #define ASTC_H #include <stdint.h> int decode_astc(const uint8_t *, const long, const long, const int, const int, uint32_t *); #endif /* end of include guard: ASTC_H */
AssetStudio/Texture2DDecoderNative/astc.h/0
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#ifndef ETC_H #define ETC_H #include <stdint.h> int decode_etc1(const uint8_t *, const long, const long, uint32_t *); int decode_etc2(const uint8_t *, const long, const long, uint32_t *); int decode_etc2a1(const uint8_t *, const long, const long, uint32_t *); int decode_etc2a8(const uint8_t *, const long, const long,...
AssetStudio/Texture2DDecoderNative/etc.h/0
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# 什么是协程 说到协程,我们先了解什么是异步,异步简单说来就是,我要发起一个调用,但是这个被调用方(可能是其它线程,也可能是IO)出结果需要一段时间,我不想让这个调用阻塞住调用方的整个线程,因此传给被调用方一个回调函数,被调用方运行完成后回调这个回调函数就能通知调用方继续往下执行。举个例子: 下面的代码,主线程一直循环,每循环一次sleep 1毫秒,计数加一,每10000次打印一次。 ```csharp private static void Main() { int loopCount = 0; while (true) ...
ET/Book/2.1CSharp的协程.md/0
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# Actor Location ### Actor Location Actor模型只需要知道对方的InstanceId就能发送消息,十分方便,但是有时候我们可能无法知道对方的InstanceId,或者是一个Actor的InstanceId会发生变化。这种场景很常见,比如:很多游戏是分线的,一个玩家可能从1线换到2线,还有的游戏是分场景的,一个场景一个进程,玩家从场景1进入到场景2。因为做了进程迁移,玩家对象的InstanceId也就变化了。ET提供了给这类对象发送消息的机制,叫做Actor Location机制。其原理比较简单: 1. 因为InstanceId是变化的,对象的Entity.Id是不变的,所以我们首先可以想到使用E...
ET/Book/5.5Actor Location-ZH.md/0
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using System; using System.Collections.Generic; using System.IO; using System.Reflection; using System.Runtime.Loader; namespace ET { public class CodeLoader: Singleton<CodeLoader>, ISingletonAwake { private AssemblyLoadContext assemblyLoadContext; private Assembly assembly; public v...
ET/DotNet/Loader/CodeLoader.cs/0
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using System.Collections.Immutable; using System.Linq; using Microsoft.CodeAnalysis; using Microsoft.CodeAnalysis.CSharp; using Microsoft.CodeAnalysis.CSharp.Syntax; using Microsoft.CodeAnalysis.Diagnostics; namespace ET.Analyzer { [DiagnosticAnalyzer(LanguageNames.CSharp)] public class ClassDeclarationInHotf...
ET/Share/Analyzer/Analyzer/ClassDeclarationInHotfixAnalyzer.cs/0
{ "file_path": "ET/Share/Analyzer/Analyzer/ClassDeclarationInHotfixAnalyzer.cs", "repo_id": "ET", "token_count": 1760 }
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using System.Collections.Immutable; using System.Linq; using Microsoft.CodeAnalysis; using Microsoft.CodeAnalysis.Diagnostics; namespace ET.Analyzer { [DiagnosticAnalyzer(LanguageNames.CSharp)] public class StaticFieldDeclarationAnalyzer : DiagnosticAnalyzer { public override ImmutableArr...
ET/Share/Analyzer/Analyzer/StaticFieldDeclarationAnalyzer.cs/0
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## 目录介绍 ./cmake/: 用于Android和IOS构建的cmake文件 ./Include/: 用于P/Invoke的头文件 ./Source/: 用于P/Invoke的Cpp文件 CmakeLists.txt: CmakeLists文件 其余批处理文件皆为一键生成对应平台动态/静态链接库的入口,直接执行即可 比如要编译linux版本的动态链接库,则需要通过在Linux上通过命令行来执行sh文件 ## 编译步骤 clone [recastnavigation](https://github.com/recastnavigation/recastnavigation) 仓库到本地 将本目录直接复制粘贴到Clon...
ET/Share/Libs/RecastDll/Readme.md/0
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using System.Collections.Generic; using System.Linq; using System.Text; using ET.Analyzer; using Microsoft.CodeAnalysis; using Microsoft.CodeAnalysis.CSharp.Syntax; namespace ET.Generator; [Generator(LanguageNames.CSharp)] public class ETGetComponentGenerator : ISourceGenerator { public void Initialize(Gene...
ET/Share/Share.SourceGenerator/Generator/ETGetComponentGenerator.cs/0
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# YIUI-ET ET7.2 [详细查看7.2分支](https://github.com/LiShengYang-yiyi/YIUI/tree/YIUI-ET7.2) ET8.0 [详细查看8.0分支](https://github.com/LiShengYang-yiyi/YIUI/tree/YIUI-ET8.0) ET8.1 [详细查看8.1分支](https://github.com/LiShengYang-yiyi/YIUI/tree/YIUI-ET8.1) # YIUI视频教程 [YIUI视频教程](https://www.bilibili.com/video/BV1cz4y1s7QS) 0. 总览 ...
ET/Store/YIUI.md/0
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%YAML 1.1 %TAG !u! tag:unity3d.com,2011: --- !u!1 &1386170326414932 GameObject: m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} serializedVersion: 6 m_Component: - component: {fileID: 224438795553994780} - component: {fileID: 1431576...
ET/Unity/Assets/Bundles/UI/LockStep/UILSLobby.prefab/0
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fileFormatVersion: 2 guid: 03fee2b7103050f478a689d2785db7e9 DefaultImporter: externalObjects: {} userData: assetBundleName: assetBundleVariant:
ET/Unity/Assets/Config/Excel/StartConfig/Benchmark/StartMachineConfig@s.xlsx.meta/0
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fileFormatVersion: 2 guid: f35157653367b5340a880c68a61520c8 folderAsset: yes DefaultImporter: externalObjects: {} userData: assetBundleName: assetBundleVariant:
ET/Unity/Assets/Config/Excel/StartConfig/Release.meta/0
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fileFormatVersion: 2 guid: 83ff7a714531dec43b3e6cd79d76d4b7 PluginImporter: externalObjects: {} serializedVersion: 2 iconMap: {} executionOrder: {} defineConstraints: [] isPreloaded: 0 isOverridable: 0 isExplicitlyReferenced: 0 validateReferences: 1 platformData: - first: : Any second: ...
ET/Unity/Assets/Plugins/MongoDB/SharpCompress.dll.meta/0
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fileFormatVersion: 2 guid: 0b731199ac3348e458e1ff49f04702cd folderAsset: yes DefaultImporter: externalObjects: {} userData: assetBundleName: assetBundleVariant:
ET/Unity/Assets/Plugins/MongoDB/runtimes/osx.meta/0
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fileFormatVersion: 2 guid: 313955cd6271f5c4985cba4adc30fc8e NativeFormatImporter: externalObjects: {} mainObjectFileID: 11400000 userData: assetBundleName: assetBundleVariant:
ET/Unity/Assets/Res/UniversalRenderPipelineAsset.asset.meta/0
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using System; namespace ET { /// <summary> /// 组件类父级实体类型约束 /// 父级实体类型唯一的 标记指定父级实体类型[ComponentOf(typeof(parentType)] /// 不唯一则标记[ComponentOf] /// </summary> [AttributeUsage(AttributeTargets.Class)] public class ComponentOfAttribute : Attribute { public Type Type; public ...
ET/Unity/Assets/Scripts/Core/Analyzer/ComponentOfAttribute.cs/0
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using System; namespace ET { /// <summary> /// 唯一Id标签 /// 使用此标签标记的类 会检测类内部的 const int 字段成员是否唯一 /// 可以指定唯一Id的最小值 最大值区间 /// </summary> [AttributeUsage(AttributeTargets.Class, Inherited = false)] public class UniqueIdAttribute : Attribute { public int Min; public int Max;...
ET/Unity/Assets/Scripts/Core/Analyzer/UniqueIdAttribute.cs/0
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